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Divine domains were a specific areas of interest for deities, particularly to do with the magic and spells granted to their faithful.[1] Clerics of a particular deity choose two of the deity's domains to focus upon, and gained access to extra spells within those domains. A deity could have as many or as few domains as it pleases, although it was usual to have at least four.[2]

Some domains naturally opposed one another, such as evil and good, or chaos and law. A cleric must conformed to the alignment requirements in order to focus on these domains, even if they belonged to their deity's portfolio.[citation needed]

AppendixEdit

ReferencesEdit

  1. Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 61. ISBN 0-7869-1836-5.
  2. Richard Baker, James Wyatt (March 2004). Player's Guide to Faerûn. (Wizards of the Coast), p. 84. ISBN 0-7869-3134-5.


Deity domains (3.0–3.5 ed)
Air | Animal | Arcana | Balance | Bestial | Blightbringer | Cavern | Celestial | Change | Chaos | Charm | Civilization | Cold | Community | Corruption | Craft | Creation | Darkness | Death | Demonic | Destruction | Diabolic | Drow | Dwarf | Earth | Elf | Endurance | Evil | Family | Fate | Fey | Fire | Freedom | Glory | Gnome | Good | Greed | Halfling | Hatred | Healing | Herald | Hope | Illusion | Joy | Justice | Knowledge | Law | Life | Love | Luck | Madness | Magic | Mentalism | Metal | Mind | Moon | Nobility | Ocean | Orc | Pain | Planning | Plant | Pleasure | Poison | Portal | Protection | Renewal | Repose | Retribution | Rune | Scalykind | Sea | Skill | Slime | Spell | Spider | Storm | Strength | Strife | Suffering | Sun | Time | Torment | Trade | Travel | Trickery | Tyranny | Undeath | Vengeance | War | Water | Watery Death | Wilderness | Winter | Wrath